sea_level = 64 -- 1 - temperature -- 2 - humidity biome_parameters = 2 biomes = json.parse(file.read("core:generators/default/biomes.json")) function place_structures(x, z, w, d, seed, hmap) local placements = {} return placements end local function _generate_heightmap(x, y, w, h, seed, s) local umap = Heightmap(w, h) local vmap = Heightmap(w, h) umap.noiseSeed = seed vmap.noiseSeed = seed vmap:noise({x+521, y+70}, 0.1*s, 3, 25.8) vmap:noise({x+95, y+246}, 0.15*s, 3, 25.8) local map = Heightmap(w, h) map.noiseSeed = seed map:noise({x, y}, 0.8*s, 4, 0.02) map:cellnoise({x, y}, 0.1*s, 3, 0.3, umap, vmap) map:add(0.4) local rivermap = Heightmap(w, h) rivermap.noiseSeed = seed rivermap:noise({x+21, y+12}, 0.1*s, 4) rivermap:abs() rivermap:mul(2.0) rivermap:pow(0.15) rivermap:max(0.3) map:add(0.3) map:mul(rivermap) return map end function generate_heightmap(x, y, w, h, seed) -- blocks per dot -- 8 - linear interpolation is visible, but not so much -- 4 - high quality, but slower -- 2 - you really don't need it -- 1 - please have mercy on your CPU local bpd = 4 local map = _generate_heightmap( math.floor(x/bpd), math.floor(y/bpd), math.floor(w/bpd)+1, math.floor(h/bpd)+1, seed, bpd) map:resize(w+bpd, h+bpd, 'linear') map:crop(0, 0, w, h) return map end local function _generate_biome_parameters(x, y, w, h, seed, s) local tempmap = Heightmap(w, h) tempmap.noiseSeed = seed + 5324 tempmap:noise({x, y}, 0.04*s, 6) local hummap = Heightmap(w, h) hummap.noiseSeed = seed + 953 hummap:noise({x, y}, 0.04*s, 6) tempmap:pow(3) hummap:pow(3) return tempmap, hummap end function generate_biome_parameters(x, y, w, h, seed) local bpd = 8 local tmap, hmap = _generate_biome_parameters( math.floor(x/bpd), math.floor(y/bpd), math.floor(w/bpd)+1, math.floor(h/bpd)+1, seed, bpd) tmap:resize(w+bpd, h+bpd, 'linear') tmap:crop(0, 0, w, h) hmap:resize(w+bpd, h+bpd, 'linear') hmap:crop(0, 0, w, h) return tmap, hmap end